Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You joking? That sounds awesome if true. As long as the turret doesn't die in one hit...
Another thing is, if they have multiple hexes, it inflicts status effects for each of them and does more damage. It also does not remove hexes, so once enemies have a bunch of hexes stacked on them, you can use it when off cooldown to nuke them for damage.
It's not great and takes way too much effort to set up, but against really strong, single enemies it can be used to cripple them if you sit back and keep using Jinx.
See, I assumed it would do damage, but I've gone out of my way to stack hexes on things, and then pop Torment, and it doesn't seem to do anything.
I have yet to test Blood Sigil or Rupture, mostly because I haven't decided which one I want to pick yet.
The guy above said it inflicts the respective status disorders of that element, burning for fire and so forth.
This would actually make sense to me. I'm going to try spamming Jinx on one of those big brown golems nearby the mana lake and see if I can get a confirmed effect.
Well, that one is off the hotbar, now to figure out if I'm going to try Blood Sigil or Rupture.
Thats a bummer if so weak. Maybe it will get tuned up a bit.
The way it works is you use one of the specific touch hexes (not worth it) or jinx to apply a hex (debuff) - one for each element. When triggered, they will pop for damage and apply their effect.
Fire - Scorched 25% fire damage done reduced, 25% firedamage taken increased, burning 3 damage per second
Frost - Chil 25% frost damage done reduced, 25% frost damage taken increasedl, slow -25% movement speed
Ethereal - Haunted, 25% ethereal damage done reduced, 25% ethereal damage taken increased
Lightning - Doomed 25% lightning damage done reduced, 25% lightning damage taken increased
Decay - Cursed 25% decay damage done reduced, 25% decay damage taken increased, poisoned 1.5 damage per second
They hit for roughly a base of 25 I think. Which means 125 damage per Torment cast, +4.5 damage per second + 25% more damage from the second cast onwards.
This can be applied to multiple enemies and then popped. Jinx is ranged and doesn't initiate combat so you can safely cast it before entering.
Want to be quick? Just vast Jinx until you see the blue (chill). Then they'll never be able to catch you so you can jinx and torment spam until they die. Simples
Jinx does not break stealth. That changes the game considerably. If you are crouched you can spam Jinx to stack the debuffs in safety. Half of the problem before had been trying to inflict the individual debuffs while busily dodging an already alerted enemy.
Additionally, I believe that I had tested incorrectly before. Torment, as far as I can tell, does several small elemental hits of damage, one hit per element OF THAT ELEMENT. Looking at some of my kills testing this on bandits, they didn't die instantly, but they lost HP really fast in chunks.
2 hexes is not enough to kill a basic bandit with Torment, but 3 is. This is across the board no matter which hex is applied, so I am pretty sure that each "related reaction" does the same amount of damage.
So if you try to use it on something that has high resistances or is immune to certain debuffs, the spell appears quite weak. I wager what I'd initially tested it on had high resistances or debuff immunity, since I was initially testing it on monsters in the Antique Plains and some of them are fairly robust.
I still don't think that Torment is an amazing spell, but it is certainly better than I'd initially realized.
Additionally, I still have no clue what the "related reaction" inflicted by ethereal and lightning are.
Rupture is next I believe, I will save Blood Sigil for my Sigil/Staff Mage playthrough, since most of the combined effect spells are the same and my current character is more of a gish.
Literally look above to my own post. Already says what you deduced, and more about the element effects.